Difference between pages "Pandred" and "Chieftain's Room"

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=== Pandred ===
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Continued from '''[[After the Ghouls]]'''
  
Human Fighter
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'''The DM:''' There’s a lot here to see.  The three chests on the ground are all of high quality yellow pinewood, with brass fixtures, embossed with images of the crown of Denmark.  They each have a metal plate that reads: '''H. Ross'''.
  
Female, 18 (Feb 15, Christiania, Norway)
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: Inside each chest is 4,000 g.p.
  
5'8", 143lbs - Northern European
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: There are three very fine looking shields on the wall and a collection of very nice looking weapons in the rack: three short bows, three spears, two maces and two short swords.
  
Chestnut Brown Eyes, Russet Brown Hair, luxuriant and with healthy growth.
+
: Above the dais (there are two plush yellow chairs you’ve found earlier that might conceivably have sat upon it), there is a 4 ft. wide shield, too large to use as a shield, with a profound and complex motif.  This depicts a glowing gate upon a high flat mountain, a star above the gate and a host emerging from the gate; the quality is of “brilliant work,” meaning even those without a sense of aesthetics can recognize the extraordinary nature of it.  It is made of materials that are a mixture of gold, quartz stones, chestnut wood and lacquer.  There is something very compelling about it that far surpasses an ordinary decorative shield.
  
"Veteran"
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'''The DM:''' '''Lexent: ''' Looked at Hold Person on the Wiki, found someone had reposted the augury spell’s description.  Hold person only affects humanoids.
  
Level 4 --- XP:10901/18001
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: '''The DM:''' The furniture has been torn and damaged, and won’t be of much value for its weight.  The benches and tables will still function as those things, but the resale value will be minimal.  The plush chairs are ticky.
 +
::'''[[Lexent]]:''' I figured that would be the case for most of it, but you had mentioned the one nice looking chair when we first started moving the furniture so I thought I would check.
 +
::: Fumigating the chair, removing the ticks (exterminate, one by one) and it would make a nice chair for your house.
  
[[File:Battered_Fighter.jpg|thumb|Resting After Mimmarudla]]
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'''[[Lexent]]:''' I thank and congratulate the sappers for a battle well fought, and ask them to start working on moving the furniture and treasure to the surface.
  
{| class="wikitable"
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'''[[Lexent]]:''' Once they have started this process I begin communing with my gods, to gain access to ''Aid'', ''Augury'', and ''Hold Person'' in that order.
| '''HP''' || style="text-align:right;" | 28
 
|-
 
| ''Current'' || style="text-align:right;" | 28
 
|}
 
  
{| class="wikitable" style="text-align: center;"
+
'''The DM:''' they get to work.
! STR !! INT !! WIS !! CON !! DEX !! CHA
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'''[[Lexent]]:''' Hmmm. Another reference to H(amish) Ross.
|-
+
: '''The DM:''' Those chests clearly came from the Danish crown.
| 18/26 || 11 || 12 || 15 || 14 || 13
 
|}
 
  
:+1 Melee To-Hit, +3 Melee Damage
+
'''Marcule:''' "Strange place for these"
  
:+1 Hp/level, Resurrection 94%, System Shock 93%
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'''[[Lexent]]:''' Am I able to complete my meditation without incident?
  
:Maximum Henchmen 5
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'''The DM:''' Yes.  But moving the treasure to the surface will take more time than that.  About 2 hours altogether.
  
{| class="wikitable"
+
'''[[Vafrandir]]:''' In. Adding hireling XP up.
| '''AC''' || style="text-align:right;" | '''3''' || ''Plate Mail''
 
|}
 
  
{| class="wikitable" style="text-align: center;"
+
'''[[Lexent]]:''' Two questions regarding the potions: Was I able to tell before if they were the same type of potion? If not, has progressing in my study of medicine granted me the ability to recognise what the other potion is?
! '''THAC0'''
 
|-
 
| 17 || 16 || 15 || 14 || 13 || 12 || 11 || 10 || 9 || 8 || 7
 
|-
 
| 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10
 
|}
 
  
''' Weapon Proficiencies:''' Battleaxe (Native Weapon), Handaxe, Heavy Crossbow, Spear, Dagger, Club, Longsword
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'''[[Vafrandir]]:''' What salvageable furniture can be gotten?
  
:'''Legacy Skills:''' Teamster - Can drive a donkey, team of Oxen (4 in hand), or draft horses (2 in hand), Can play the Horn.
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'''[[Lexent]]:''' It all looks like not worth the trouble to transport.
 
+
:'''[[Vafrandir]]:''' Probably, but I want to be sure before we start burning.
====Equipment====
 
 
 
:'''Encumbrance/AP'''
 
 
 
'''5''' - 32lb '''4''' - 65lb '''3''' - 98lb '''2''' - 130lb '''1''' - 163lb
 
 
 
'''Current:''' 77.06 lb or '''<3>''' AP/Round
 
 
 
:'''Current Monies:''' 88 '''GP''' 30 '''SP''' 24 '''CP'''
 
 
 
''Indents below indicate equipment currently carried by Oddsdrakken.''
 
 
 
* Battleaxe - 7.5
 
* Handaxe - 5
 
* Plate Mail - 45
 
* Chausses, Linen - 3.99
 
* Hauberk, Linen - 5.99
 
* Helmet, Iron - 3
 
* Cowhide Boots, High/Hard - 2.28
 
* Belt, Cowhide - 0.44
 
* Loin Cloth, Cotton - 0.53
 
* Shirt, Cotton - 1.05
 
* Shield, Small Wooden - 2.63
 
 
 
 
 
'''Oddsdrakken'''
 
:* Coat, Rabbit - 16.67
 
:* Backpack, Leather - 3.1
 
:* Thong, Leather (x3) - 0.012
 
:* Iron Bottle, Dispenses 1 Salve/Day - ?
 
:* Cloak, Wool Capelet and Hood - 5.20
 
:* Heavy Crossbow - 7.53
 
:* Heavy Crossbow String - 0.33
 
:* Quiver, Small Cowhide - 0.76
 
:* Bolt, Heavy Crossbow (x9) - 2
 
:* Healing Salve (x1) - .18
 
:* Telescope (Pocket), Brass - .42
 
 
 
Odds' Total: 36.202
 
 
 
'''Pandred's Trunk'''
 
 
 
* Chain Mail - 30
 
* Studded Leather - 20
 
* Bowl, Teak
 
* Mug, Teak
 
* Spoon, Copper
 
* Knife, Copper
 
* Tinderbox
 
* Adventurer's Wear
 
* Bull's Horn - 9.43
 
 
 
====Sage Abilities====
 
 
 
'''Animal Training'''
 
 
 
:Camelback Riding - 8 . Dog Training - 8 . Falconry - 7 . Flying Mounts - 6 . Horseback Riding - 8 . Mahout - 6 . Underwater Mounts - 3
 
 
 
'''Leadership'''
 
 
 
:Judgement - 5 . Logistics - 6 . Morale - 3 . Motivation - 9
 
 
 
'''Mastery of Arms''' -Selected Sage Field ''(Study in Bold)''
 
 
 
:Balance - 25 . Martial Discipline - 11 . '''Puissance''' - 28 . Unarmed Combat - 20
 
 
 
::*[https://wiki.alexissmolensk.com/index.php/Balance_Load_(sage_ability) Balance Load]: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
 
::*[https://wiki.alexissmolensk.com/index.php/Firm_Footwork_(sage_ability) Firm Footwork]: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
 
::*[https://wiki.alexissmolensk.com/index.php/Leap_to_Feet_(sage_ability) Leap to Feet]: reduces the number of action points required when standing from a laying or seated position.
 
::*[https://wiki.alexissmolensk.com/index.php/Mariner_Combat_(sage_ability) Mariner Combat]: gives the character improved attack while fighting in water environments.
 
::*Artillerist I: the character is able to manage a team in order to fire a ballista or a catapult.
 
::*[http://tao-dndwiki.blogspot.com/2018/03/phalanx-sage-ability.html Phalanx] : the character is trained to stand in line, to defend against one hex.
 
::*Close Drop: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
 
::*Gain Proficiency: character begins with one more proficiency than is otherwise normal.
 
::*[https://wiki.alexissmolensk.com/index.php/Hereditary_Weapon_I_(sage_ability) Hereditary Weapon I]: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
 
::*Shield as a Weapon: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
 
::*Strengthened Arm: the character is able to hurl weapons a greater distance than normal.
 
::*Boxing: improves the effectiveness of pummelling when striking with a closed fist.
 
::*Clinch Fighting: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.
 
 
 
'''Training'''
 
 
 
:Athletics (Swimming) - 8 . Empowerment - 6 . Instruction - 5
 
 
 
====Background Priors and Particulars====
 
 
 
:*'''Childhood and Upbringing''': Raised by both parents. Eldest of two, with a brother 3 years younger.
 
:*'''Physical Prowess''': Enjoys acting in strange environments: '''+1 To-Hit Male Humans/Demi-Humans'''.
 
:*'''Choices and Decisions''': Through long contact with a bard, Pandred can pleasantly play the horn.
 
:*'''Talents''': Pandred began play with an additional weapon proficiency.
 
:*'''Personal Relationships''': Pan is treated as a family favorite, regularly receiving gifts from home. They look forward to visits and news. Her friends will be treated well. All of her family would be glad to work as hirelings, starting with a Morale of 3.
 
:*'''Tendencies and Interests''': She knows the exact time of day when out of doors.
 
:*'''Health''': She saves vs. Magic at one level higher.
 
:*'''Composition''': Highly resistant to hunger and dehydration, she reduces damage from either by 1/day.
 
:*'''Agility''': Requires an additional round to load a shortbow or longbow.
 
:*'''Gymnastics''': Pandred can perform handwalking, roundoffs, side aerials and the splits.
 
:*'''Reflexes and Coordination''': Sensitive to flashing lights, she will be blinded for 1d4 rounds if a dark environment (darkness to torchlight) is suddenly lit up.
 
:*'''Beauty''': Pandred has a bulbous nose, and her body gives off an intoxicating, musky odor.
 
:*'''Personal Magnetism''': She increases her odds of obtaining hirelings by 50%.
 

Revision as of 12:05, 5 May 2021

Continued from After the Ghouls

The DM: There’s a lot here to see. The three chests on the ground are all of high quality yellow pinewood, with brass fixtures, embossed with images of the crown of Denmark. They each have a metal plate that reads: H. Ross.

Inside each chest is 4,000 g.p.
There are three very fine looking shields on the wall and a collection of very nice looking weapons in the rack: three short bows, three spears, two maces and two short swords.
Above the dais (there are two plush yellow chairs you’ve found earlier that might conceivably have sat upon it), there is a 4 ft. wide shield, too large to use as a shield, with a profound and complex motif. This depicts a glowing gate upon a high flat mountain, a star above the gate and a host emerging from the gate; the quality is of “brilliant work,” meaning even those without a sense of aesthetics can recognize the extraordinary nature of it. It is made of materials that are a mixture of gold, quartz stones, chestnut wood and lacquer. There is something very compelling about it that far surpasses an ordinary decorative shield.

The DM: Lexent: Looked at Hold Person on the Wiki, found someone had reposted the augury spell’s description. Hold person only affects humanoids.

The DM: The furniture has been torn and damaged, and won’t be of much value for its weight. The benches and tables will still function as those things, but the resale value will be minimal. The plush chairs are ticky.
Lexent: I figured that would be the case for most of it, but you had mentioned the one nice looking chair when we first started moving the furniture so I thought I would check.
Fumigating the chair, removing the ticks (exterminate, one by one) and it would make a nice chair for your house.

Lexent: I thank and congratulate the sappers for a battle well fought, and ask them to start working on moving the furniture and treasure to the surface.

Lexent: Once they have started this process I begin communing with my gods, to gain access to Aid, Augury, and Hold Person in that order.

The DM: they get to work. Lexent: Hmmm. Another reference to H(amish) Ross.

The DM: Those chests clearly came from the Danish crown.

Marcule: "Strange place for these"

Lexent: Am I able to complete my meditation without incident?

The DM: Yes. But moving the treasure to the surface will take more time than that. About 2 hours altogether.

Vafrandir: In. Adding hireling XP up.

Lexent: Two questions regarding the potions: Was I able to tell before if they were the same type of potion? If not, has progressing in my study of medicine granted me the ability to recognise what the other potion is?

Vafrandir: What salvageable furniture can be gotten?

Lexent: It all looks like not worth the trouble to transport.

Vafrandir: Probably, but I want to be sure before we start burning.